﻿using UnityEngine;
using BToolkit.ActorCtrl;

namespace BToolkit {
    public class Bullet_Demo:Bullet {

        protected override void OnFlyUpdate(Actor attacker, Vector3 actorAngle, Actor[] targets, float atkRange, HurtData hurtData) {
            //transform.position += config.shootDirection * config.flySpeed * Time.deltaTime;
            //float dis = Vector3.Distance(config.spawnPos,transform.position);
            //if(dis >= config.atkRange) {
            //    this.enabled = false;
            //    Destroy(gameObject,0.2f);
            //}
        }

        protected override void OnTriggerEnter(Collider other) {
            //Actor otherActor = other.GetComponent<Actor>();
            //if(otherActor && otherActor.actorProperties.Team != config.shooterTeam) {
            //    CreateHitEffectOnClient();
            //    this.enabled = false;
            //    Destroy(gameObject,0.2f);
            //}
        }

    }
}